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Out of the Pit's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #3875 | 2.762 | 2.762 |
Creativity | #4497 | 2.667 | 2.667 |
Overall | #4805 | 2.460 | 2.460 |
Enjoyment | #5830 | 1.952 | 1.952 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You "scale" up a series of platforms using a spell book that your character "built" for the purpose
Development Time
(Optional) Please credit all assets you've used
Mega Isometric Block Pack:
https://opengameart.org/content/mega-isometric-block-pack
Painterly Spell Icons:
https://opengameart.org/content/painterly-spell-icons-part-1
https://opengameart.org/content/painterly-spell-icons-part-2
https://opengameart.org/content/painterly-spell-icons-part-3
https://opengameart.org/content/painterly-spell-icons-part-4
Hooded Drifter:
https://gizmo199.itch.io/hooded-drifter-8-directional-sprite
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Comments
Really nice graphic and gameplay. The player controller does need a lot of rework tho. It's quite finicky
Nice graphocs style and all written in purely TypeScript. Well done!
Cool game!
I think this game would benefit a lot from having the character move between tiles (like chess) instead of freely moving. It was really hard to figure out where the platforms were and where the ice blocks were being placed. Other than that though I really liked the concept of having the scale up a mountain, I thought that was pretty creative. Great work overall, with some more polish this could be a super great game!
Yeah we considered being able to move one tile at a time, but found it was a little tricky to implement that given the way we did rendering and the naturally vague way of navigating in an isometic perspective. Nothing a bit of polish can’t fix though.
A cool game, and I admire you doing it in typescript, but I really could not get a hang of the isometric movement and I could not get past level 3, sorry. Honestly I don’t know what I would do to fix it - maybe allow rotating the camera around, but that is a lot of work. Having 1,3 as spell cycle rather than 1,2,3 for spells 1 2 and 3 also hurt my brain.
Yeah the controls absolutely could have done with more polish - up until like the last hour it was Q and E to cycle through spells. We did sort of get rotation working (although only 180 degrees) and we did try to correct for the isometric movement with the white and red falling indicator (there's also a blue circle at the bottom that doesn't show up often enough that should help you aim), but ultimately it would have played a lot nicer if we were writing this in a proper 3D environment.
Neat graphical style, good idea, a kind of game I usually enjoy. Good job! Unfortunately it suffers quite badly from the eternal bane of isometric perspective, that it can be incredibly frustrating to determine exactly where you are and how you need to jump. I kept falling off the map... over and over and over again. Too bad, because I really wanted to play this one, it has a lot going for it! Gives me The Last Ninja flashbacks, if there's anyone else as ancient as me reading this :-)
You've made an awesome gameplay! It's very enjoyable to play with the isometric graphic! But I can't determine the height of blocks. Also sometimes the character can be visible when he's behind some blocks, he can summon an ice block inside him or 1 block away, an ice block can be seen behind the other ice block when it's on it, the GUI can get behind the blocks, the active spell selection can disappear sometimes, the warp spell works buggy and the first spell and the character can disappear out of nowhere and appear back after any movement. I'd like to see more levels and the polished version of the game!
Neat idea!